Tips and Tricks | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 10 Apr 2025 15:10:55 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Tips and Tricks | Nerdologists https://nerdologists.com 32 32 Dungeon Master Tools – Players at the Table https://nerdologists.com/2025/04/dungeon-master-tools-players-at-the-table/ https://nerdologists.com/2025/04/dungeon-master-tools-players-at-the-table/#comments Thu, 10 Apr 2025 15:09:28 +0000 https://nerdologists.com/?p=9531 Final Dungeon Master Tools topic. Let's talk about tips and tricks when you have players at the table. How do you handle the player dynamic?

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We’ve gone through everything I had on my list for Dungeon Master Tools from starting to build your campaign to combat, exploration, and player character interactions. But let’s wrap it up by talking about players at the table. That is a unique dynamic for each game that the Dungeon Master, and the players need to handle well. Because, a great group is about the best thing there is. A not so great group, well, it’s going to fall apart quickly. So let’s add to our back of tricks and see how to handle players.

Dungeon Master Tools – Players at the Table

Let’s actually start out by saying, this topic isn’t all bad. Yes, I am going to have a little section to kick it off on how to handle poor players at the table. But there are a lot of good topics and positive things that you can do. So I want to spend more time on those because cultivating the good behavior is as important as dealing with poor behavior.

Poor Behavior

So let’s talk about poor behavior to start. This can take a lot of different forms, and the next topic is going to let you handle some of it. If you have a group you know well, you probably know how people are going to act. If you need to add in new players from outside a group, everyone has a different dynamic. And there are some people who are not going to handle the game you run well.

This can be for a lot of reasons. It might be a min/max player who sulks if they miss an attack or someone else gets to do something that “they are better at”. Or it might be the alpha who tries to explain how everyone should run their character and what you as the Dungeon Master should be doing instead. Or it might be outside of game behavior that just makes people uncomfortable, like bringing politics to the table, saying inappropriate things, or general rude and disrespectful behavior.

For me, this is a three strike situation. The first time I see it or it is mentioned to me, I talk to the player. They maybe don’t realize what their behavior is doing or that it is causing issues at the table. Second time it happens, let them know that they’ll be gone if it continues. And then third time, they are gone. Now there are some things that are just completely inappropriate and it might be zero tolerance there. But know what that is for you and your players.

Setting Expectations

That nicely leads into this element of the game. And this can be done at a session zero, or before even. But let people know what the expectations are. A lot of them are simple, but let’s throw together a list.

  • Show up to Sessions and let us know if you need to miss
  • Pay attention in sessions, aka, don’t use your phone or laptop for anything beyond not taking
  • Engage
  • Be respectful of others
  • Keep others engaged
  • Don’t hog the spotlight
  • If something is uncomfortable, speak up
  • Play to the style of the campaign

So all but the top points are really about what The RPG Academy has as a golden rule. That is, “If you’re having fun, you’re doing it right.” It is something important for the whole table to know and understand. You want everyone to have a great time gaming.

The last one is probably a little bit different than you often see. And that is why I think it could be useful to talk about. Play to the style of the campaign. And we’ll talk some about what that means in more detail in the next section. For setting expectation this also refers to, know the setting. If I, as the Dungeon Master, send out an idea to get you hooked in and it’s a low magic, components are hard to find, grim setting, don’t come in with a wizard. Or if you do play a wizard know that it is going to be hard. Come with ideas and intentions to play into the setting.

Dogs playing Dungeons and Dragons
Image Source: Old Dungeon Master

The Right Mix

The right mix is a big one for the Dungeon Master. And I think it is something that people often don’t understand. I write about the three pillars of Dungeons and Dragons. And I think that they can be true for all RPG settings. But know your players and know how to mix them the right way.

Firstly, if you know that a campaign is going to be very heavy on combat, let the players know. You don’t want them to build the squishiest druid who doesn’t have a single attack of defensive spell. At the same time, if this is a low combat campaign, let them know as well so they don’t make a fighter with only combat skills.

But I think more importantly is to learn as you go at the table. See what your players gravitate towards. A group might prefer combat and exploration to social interactions. If that is the case, make those two elements the larger parts of the your campaign. On the flip side if they love to interact with NPC’s, give them chances to do so and put combat on the backburner.

I want to stress that there isn’t a perfect way to do this. There is no combination that is going to be ideal all the time. Some sessions might be all combat even for a group who prefers social interactions. General rule of thumb is make it lean into the players preferred style. And when you go towards what they like least, make it matter for the story.

Engaging Everybody

Finally, this one is about the group and players, but often times is about a specific player. And this is something that you can get help from players for, but as the Dungeon Master, it falls on you as well. In an RPG group you likely have the more and less talkative players. So don’t let the more talkative players steamroll the less talkative players. That goes back to keeping everyone engaged.

Tips

As the Dungeon Master a few simple tips. When the players are discussing options, ask the quieter player, “What do you think?”. Put the ball in their court for them to answer. Or if the players are in town shopping and everyone is talking about what they want, ask the quieter player what their character would want. It’s not singling them out, it’s bringing them into the events that are currently happening and getting their input.

What you want to avoid, though, is singling them out. Things like suggesting they be the one to decide on what the players do might feel like too much pressure. And it might cause them anxiety in which case they won’t be having fun. So the goal is always to bring them into what is happening.

This is where you can also recruit another player to help. Maybe not the most talkative player, but someone who can hold their own and is empathetic. Let them help you with this. That way the engagement is coming from beyond just the Dungeon Master. And a player can more easily suggest that another players character comes along with them.

Example

Let’s say the party is getting split (don’t do this too often) and two player characters go one way and two go another way. Instead of them just splitting up and whomever is by themselves gets the quieter person, let the other person ask them to come along with them. That is a positive interaction to get that player involved.

Final Thoughts

So that is it, for now, for Dungeon Master tools. I know I put a lot out there for it. I hope that a lot of it just stacks up nicely for you as a Dungeon Master. The goal from this whole series has been to make being a Dungeon Master seem less daunting.

The Steps

Now, I know that this all feels like a lot when I write it all down. But let’s break it down one last time into smaller chunks that you can do. And don’t start the next one until the previous one is done completely.

Step 1: Come up with your idea. Read up on the campaign tools. And reach out to some people for your group.

Step 2: Do a Session 0, and make an agreement about some standards and expectations for the game. The latter part is in this article, and then read up on Session 0 here. And you’ll help facilitate character creation.

Step 3: Break down your first arc and first session. But really focus on that first arc here. This is step one of your planning.

Step 4: Plan that first session and do the world building needed for it. This is a quick follow-on to what you did in step 3, but more in depth and focused. And this is also when you look at combat, social interactions, and exploration, depending on what is in that session.

Step 5: Play

Step 6: Repeat Steps 4 and 5 until you hit a new arc, then back up to 3.

Hopefully that is simple enough. And as I said, do each one separately, don’t do too much at once. I want to continue some and I want to talk to the players next. So look to start next week for Dungeon and Dragons and RPG’s for players.

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Dungeons And Dragons Alignment – It’s More A Guideline https://nerdologists.com/2022/03/dungeons-and-dragons-alignment-its-more-a-guideline/ https://nerdologists.com/2022/03/dungeons-and-dragons-alignment-its-more-a-guideline/#respond Thu, 31 Mar 2022 14:41:49 +0000 https://nerdologists.com/?p=6857 How do you use Alignment in your Dungeons and Dragons or RPG Campaign? Is it all that matters for a decision or a guideline?

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I am sure that I have written about this before. But it recently came up for me again as someone who plays Dungeons and Dragons, what alignment means. Actually, it is even used in Roll Player Adventures, the board game, if you have the expansion. The reason to talk about Alignment (and this delves into background or backstory), is that it can be a problem in a game.

Problems With Alignment

The problem that stems from the Dungeons and Dragons alignment system, besides some races being inherently evil, is mainly on the player side of things. And this is not a problem that is inherent in every player. And it is something that the Dungeon (Game) Master needs to be on the lookout for as well. But I haven’t said what the problem is yet.

The problem with alignment is when it is used as the only rule for how your player reacts. If you are a lawful good cleric and the party does something technically against the law, you report it. Because that is what your character would do. If you are a chaotic neutral rogue who loves the steal, you steal from your party. Because that is what your character would do.

It’s the idea that your character is only going to make decisions based off of their alignment. Everything else, that is out the window. And alignment is used to justify things when it hurts the fun of everyone at the table. I’m a chaotic neutral rogue, so of course I steal. Well, the lawful good cleric just reported you to the town guard.

Alignment Is A Guideline

So what good is alignment then? If you don’t use it to make your decisions does it really matter that much? I argue that alignment is a great guideline. And by that I mean that it doesn’t count for everything, but it does a little bit.

In terms of actual at the table play, the best use of alignment is when you as a player don’t know what to do. So instead of slowing down the game trying to figure out what the perfect decision is, use your alignment. Through the filter of being chaotic neutral or lawful good, what option would you most likely pick.

It is also a good guideline for simple things. In real life, basic decisions we generally don’t spend as much time on. For example, I don’t spend 40 minutes picking out an outfit for a relaxing Friday evening, which t-shirt doesn’t matter, I just grab and go. And what that is might be different for you, but we all have some we don’t think about much. The same is true for your Dungeons and Dragons character. Alignment might not influence that basic a decision much, but it’s a good lens.

Finally, it’s a good guideline to potentially eliminate some responses. While lawful good Cleric is unlikely ever to drop into chaotic evil behavior, or even lawful evil, they might dip into lawful neutral, or neutral good. Maybe, if the situation is right, chaotic good. But really the few directly around them. So someone who is chaotic will make neutral decisions but probably never decisions because of a purely lawful reasoning.

Half Elf
Image Source: D&D Beyond

But It’s What My Character Would Do

That is going to be the pushback with players who lean heavily into their alignment at all times. And it is something, for the gaming group, and the fun at the table, that needs to be addressed. Every once and a while doing something detrimental because “it’s what my character would do” is acceptable, but barely.

So why don’t you want to do that? The big reason is that it impacts the fun at the table. When you turn the rogue in for stealing from a manner because you are lawful good, that hurts the fun. When you steal from your party and they don’t catch you, that hurts the party’s fun.

And how is this behavior improved? Firstly, I think talk with the player. If it is the only way that they end up playing, they might not be a good fit for your table. But they might not realize it. If they can’t change or won’t, that is another conversation, and a tougher one to have. But they might not be right for your table.

If they are willing to work to improve, come up with ways that they can that won’t change the character too much. The example of something like this would be, rogue, don’t steal from your party, steal, but not from the party. The party are theoretically your friends, or you need them for something. They should kick you out or turn you over to the authorities if you steal from them. Or the lawful good cleric, what reason would you have to not notice when the rogue steals from the noble?

Final Thoughts

I do think that most players for Dungeons and Dragons, or any RPG, play with alignment as a guideline. But I also believe it is a topic that needs to be talked about. Because, when it goes bad, it can ruin a game, and more so, it can ruin a game group. What we want, even if you play with alignments more as a rule, I would guess you want more people to play.

So using alignment as a guideline helps make sure that everyone has more fun. And if your rogue really needs to steal that painting off the wall, work with the player so that they have a reason their character doesn’t know. You steal the painting, your fun, and now they don’t feel conflicted about their character not reporting yours to the authorities.

How do you use alignment? Have you had any horror stories where it went wrong? Or any great stories about how players worked it out?

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What To Do With Missing Players? – D&D Advice https://nerdologists.com/2020/10/what-to-do-with-missing-players-dd-advice/ https://nerdologists.com/2020/10/what-to-do-with-missing-players-dd-advice/#respond Thu, 15 Oct 2020 13:22:42 +0000 http://nerdologists.com/?p=4839 So, one of the common issues when people are trying to play D&D is scheduling, scheduling is just really hard for everyone because, well, people

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So, one of the common issues when people are trying to play D&D is scheduling, scheduling is just really hard for everyone because, well, people have busy lives. Now some of this is something as you become older, if you’re playing D&D in high school, schedule was probably a bit more free. But for those of us who are into careers and out of college, have girlfriends, boyfriends, spouses, kids, and everything else that takes up time while growing up, scheduling can be an issue. So the question is, what do you do if everyone can’t make it?

This can be tricky for several reasons. You might be in the middle of a quest in a dungeon or a battle. The story might be focused on that character for a moment. You might have a smaller group.

Image Source: D&D Beyond

But don’t worry there are some options as to what you can do. We’ll start with the simplest, just send that character off to do it’s own thing. If you’re in town, they are going to shop to resupply or rations for everything for the day while people are out adventuring, they are going to the temple of their deity to pray for the day, they are volunteering with the city guard because someone fell sick, just leave them out of what you have planned, send them off somewhere, and just make sure at the end of your session you end up back in town, and now they are set to join everyone again.

Next, if you want, you, as the DM, play that character or you pass them off to someone else to control. The downside of this is that as the DM it’s more for you to keep track of, or for another player to keep track of. Generally the reason for doing this would be, you’re in battle or in a position where it doesn’t make sense for that character to disappear. Basically, that character then drops into the background, you don’t role play or make decisions for that character, they are just there for combat and because you can’t make them disappear easily. Handing it off to another player makes the most sense because there might be a perceived bias of the DM running a character to aid in battle. I would go with this rule of thumb, if you have experienced players, hand it off, if you don’t, run them for combat as the DM.

You can also make something happen to that PC, magical sleep for the session. If you’re in a dungeon, and you don’t want to advance the main storyline too much, kidnap that PC, give the players a “safe” spot to rest, and just have that PC disappear, get knocked out, dragged away by some goblins or whatever is level appropriate and then to deal with. Make it a side quest of some sort. And with some of my other suggestions, unless what the players is doing is time sensitive in world, make it a side quest, spend a whole session searching for Timmy (he’s down a well), and have the players deal with goblins who might have kidnapped him and then workshop how to get Timmy out of the well, do something goofy or weird or different than what you’d normally do as a way to try out new things when someone is gone and you don’t want to advance the story that much, and maybe something surprising will come out of it.

This is probably for a more experienced group, but you can take the B-Team approach, you know about the A-Team, but is there another group out there? If there is, or if there would be some interesting people that the players could meat and interact with, or even a rival adventuring group, something, let the players play those characters in a one shot. More work for the DM here, but roll up new characters for the players at a given level, hand them out, and let the players just have fun doing what will probably be a completely different and less serious quest. If you want, drop in some information or some Easter eggs about something that the player characters, the main party, would want to find out, so that the players know, but their characters might not, or if you do it subtly it will come back at some point in time.

Image Source: D&D Beyond

I’m sure there are more creative ways as well, but another thing to consider is just cancelling the session. This can suck, especially if it’s the last second. When I’d consider cancelling a session it’s because I’m missing a large enough percentage of the group. We’re adding a 4th player to the Tower of the Gods campaign, so in that case, if two people are missing we’d cancel, but before that, if one person has been missing we’ve cancelled because going from a dynamic of three players to two is greater than from four players to three. And don’t feel like you have to cancel the night completely. The one shot option basically always works, because you can do a completely random one shot if you want, even if you don’t tie it to the world, or you could play a board game, try a different RPG system, or video games, whatever your group does outside of D&D.

I would say that the last option is really about the last one that you want to do. I try and keep our game on a schedule, so theoretically players can let me know ahead of time if they can or can’t make it. But how do you handle this situation, how do you play your game if a player can’t make it for a session?

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Teaching the Rules https://nerdologists.com/2019/08/teaching-the-rules/ https://nerdologists.com/2019/08/teaching-the-rules/#respond Thu, 15 Aug 2019 13:28:52 +0000 http://nerdologists.com/?p=3418 Too often one of the biggest blockers of getting a board game to the table is the ability or inability to teach the rules of

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Too often one of the biggest blockers of getting a board game to the table is the ability or inability to teach the rules of the game. Or, probably more fairly put, one of the biggest blockers of getting a game back to the table is the inability to teach the rules well.

Most people who are interested in board games are going to be up for learning a new game from time to time. Though, there will be some people who aren’t interested as well, but that was a different article. So, you get the game to the table, now how do you teach people the game? I might have actually written about this before, but I think it’s worth going back over and giving some more suggestions, because this is one of the bigger barriers to entry for a lot of board games.

The rules to games are often challenging, and unless everyone loves board games, reading from the rule book won’t likely teach people. Even if the people do love board games, and someone starts to read from the rule book, I’m going to zone out, because I can just read the rule book myself if that’s how we’re going to learn. There needs to be a more engaging way to keep people involved in the rules.

Image Credit: Game Base

Teaching Rules Steps:

  1. Start out by knowing the rules yourself. That doesn’t mean that you’ve had to have played the game before, though playing a sample hand wouldn’t be bad or sample turn, just to make sure that you get it. Or you can watch videos from places like Watch It Played that go over the rules to certain games. What you’re looking to come out of is the win or loss conditions, end of game, and what people can do on their turn. You are going to want to know those things well.
  2. Start with the theme of the game (if there is one). By starting with the theme, you can get people’s interest since you aren’t starting off with something dry. This is actually a time where you can read from the rule book, because some games, like T.I.M.E. Stories actually have a bit of a story at the start of the rule book. You can use whatever the game gives you to tell the story. Now, for some games there won’t be a theme you can do this with, I’m looking at abstract games or Dominion as examples, so you can skip that step.
  3. Then talk about how you win or lose the game. This is going to be the most important information for people in the game. Generally it’s going to be about how you win the game, especially in a competitive game. You want to have the most victory points, you want to control so many territories, you want to empty your hand of cards first, whatever that might be. But if there’s a condition, say, if you run out of cards, that can eliminate someone from the game, tell them that too. Or for something like Pandemic, there are a lot of ways to lose the game, so talk about those while you talk about how you win. Pandemic is also a good example as to how you can combine this with step two, because you can talk in the theme about how you’re all members of the CDC who are trying to cure four diseases. In that case, you can get the information out in one fell swoop, though I would be tempted to repeat it again, just to make sure everyone knows.
  4. Spend some time go over turn/round structure. This isn’t what people can do on their turn. But if you start by drawing cards, then playing two cards, then moving the villain ahead two spaces, then optionally getting an event card, explain that. This is meant to teach people who this works at a high level and what the structure is going to be through most of the game. It is also going to give you a chance to show off random decks of cards or things that the players might not immediately interact with in the game.
  5. Go over what people can do on their turns. Now, this doesn’t have to be everything. Especially if there is a player aid that is good and clear. But talk about the important things that people can do on their turns. In Pandemic, explain how the moving works and how to treat diseases and how to cure diseases. Then, most of the characters have a special action that they can take. You don’t need to teach something like this which is specific to a single player, but have the players read, at this time, their special powers, if they exist, and in fact hand them out at this time, and then you can answer questions.
  6. Show people the important parts of the game. But more than just showing off the important decks, let your players be involved in it. In Pandemic, as an example again, you can talk about the player deck and have someone shuffle it and hand out people’s hands of cards while you continue to teach more. It seems like it might distract from your teaching by having someone do something like that. I personally don’t think it will, in fact it might keep people more engaged. Because people are going to be paying attention so that if you ask them to help with something it won’t be obvious that they weren’t paying attention.
  7. Finally, teach in the game as need be. This can be a few different things. Sometimes there are several things that only happen once or twice in the game, you can teach them in the moment when they happen. However, this only works if it isn’t something that is extremely important to the game or to the scoring. If there’s something that can give you an automatic win, teach that earlier even if it’s really rare. Or if it’s something that helps you as the person who is teaching the game and hurts someone else, teach it earlier or refrain from doing it, and give it as an example as something that you could do. Another thing that teaching in the game can be is letting players roll back a turn if need be. If someone has an extremely good move and makes a very bad move, point out the option to them, they might have forgotten or just missed it. But don’t do this all the time, because you’ll basically be taking that person’s turn and make this about teaching the game, so once you’ve taught something once during the game, you don’t teach the same thing again.

Now, there are probably more things that you can do. But being patient and teaching a game from theme first, and from a position where you know the rules is going to make it more likely that people will enjoy the game. And when people don’t enjoy the game, don’t assume that it was how you taught it, if you were trying to be considerate and engaging about it, not every game is for everyone.

Have you found any ways that make teaching a game easier? Or are there things that you’ve found help keep people engaged in learning the rules?

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D&D Classing It Up: Monk https://nerdologists.com/2017/12/dd-classing-it-up-monk/ https://nerdologists.com/2017/12/dd-classing-it-up-monk/#respond Wed, 27 Dec 2017 13:48:08 +0000 http://nerdologists.com/?p=2052 Continuing on with this series, we’re looking at the Monk. The Monk is the martial arts expert. They are focused on hand-to-hand combat, and on

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Continuing on with this series, we’re looking at the Monk. The Monk is the martial arts expert. They are focused on hand-to-hand combat, and on manipulating people and objects to deal maximum damage. However, they don’t look to bring in bigger or stronger weapons but instead strive to be faster and more nimble, and to avoid punches instead of absorbing them with armor. A Monk is the kung-fu master of the D&D world.

Image Source: Wizards

Mechanically, it comes down to their ability to deal extra damage by using punches as extra attacks or being able to jump in and out of combat quickly using their ki abilities. Monks can often do minor magic with their ki points, but they aren’t generally considered a magic-focused class, and they are going to be spending most of their time in the fray. People often play them as ninja characters, like Nimrose was in Dungeons & Flagons. Her main weapons were shuriken and nunchaku. However, there are plenty more ways to play a monk, and with the different class paths a monk can choose from, they can look very different depending on how you want to play them. How a monk uses and manipulates ki is really how you determine what type of monk you are and where you fit into a monastic tradition. While a monk following the Way of the Shadow is a ninja-/assassin-style character, a monk following the Way of Tranquility gets features that allow them to use ki, but not for violence.

The monk is also interesting because so many backgrounds can work with it. We’ll look at some possibilities in my backstory ideas:


From a young age, you’ve been trained to be an assassin. You don’t know who your parents were, though you assume they are dead because you ended up living with a relative who hated you. Eventually, you ran away and decided that you could make it on your own on the streets. Things weren’t as easy as you hoped on the street, and one cold night, you found your way to a monastery. They let you in and gave you a place to live. They saw in you the potential of someone who had learned to sneak around on the streets, and they started training you and brought you into the shadow organization that the monastery housed. The code of your monastery now leads you still as you take jobs and are asked to kill. The master of your monastery was killed recently, and you’ve taken it upon yourself to right the wrong and find out who killed him.

Tradition: Way of the Shadow

Background: Urchin


Image Source: D&D Beyond

As a scout for the army, you’ve seen killing for years. You’ve tried to avoid as much battle as you can, but that wasn’t possible. You don’t want to see death anymore, and you’ve taken it upon yourself to find a peaceful way of life. On the higher reaches of a mountain, you found a place where you could spend time with others who were like-minded, where you could try to find inner peace. A dragon has also found this mountain, and as one of the few of the monastery who has spent time in the world before, you feel it is your duty to help find those who can rid the world of the dragon. Maybe if you can help others, they will in turn help you. Hopefully they understand that you just want to help without hurting anyone.

Tradition: Way of Tranquility

Background: Soldier


As a youth, you joined a monastic order and loved your life in solitude. Training and self-discipline are things that meant the most to you. You hadn’t realized that there were those leading your order who sought to bring back an ancient deity. This deity had been locked away for a reason, and when you found out what was going on, you didn’t know what to do. You ran away, going to a city on the far side of the continent. You started drinking, and you weren’t sure what meaning you had in your life anymore. Now you believe that you were sent here to find those who can help stop your order from bringing back the deity — after you have another drink.

Tradition: Way of the Drunken Master

Background: Acolyte


Your parents sent you away at a young age to learn the arts of a monastic order. This is normal for your family; your father before you had gone here, and that is where he met your mother. That was how it had been for the generation before, as well. The grace and fluidity of the order helps train your mind and body for the life you were supposed to have ahead of you. Then you got the news that your parents had been arrested, accused falsely of having stolen the treasures from a town where their troupe was performing. You left, your training nearly complete, and are headed there to free them and prove their innocence.

Tradition: Any

Background: Entertainer


Have you had a chance to play a monk before? Did you lean into the Eastern traditions that are inherent in the class, or did you seek to play something different?


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